spaceship/tests/test_payments_use_fleet_hold.gd
Loïc Wisniewski 821da05c9f Pay for everything from the bank and the fleet hold, not just buildings
Construction already pooled the two; research, ship-lab upgrades and vessel
unlocks still charged the bank alone. That split was arbitrary from the
player's side - the resources are a couple of taps away from being banked
either way, so refusing a purchase over where they happen to be sitting was
ceremony. Worse, it was inconsistent: the same ore could buy a mothership and
not a skill node.

So the pooling moved down into can_afford/spend themselves, and the
construction-specific pair is gone. can_afford_resources now pools per
resource type, and a new spend_resources() charges bank first and hold for
the shortfall, settling affordability in full before taking anything - a
multi-resource price must not charge for the half it can cover and then fail.
unlock_vessel goes through it instead of withdrawing from the bank directly.

The skill menu's "you have %d" quoted the bank, which would have told the
player they could not afford something they could.

Ammo stays out of it. AimedFleetAbilityController reads the fleet hold
directly, and should: a gas bomb is fired from what the ships are physically
carrying, which is a fact about where the matter is rather than a convenience
about where the money is.

test_build_uses_fleet_hold became test_payments_use_fleet_hold and now walks
every route - skill tree, ship lab, vessel research, multi-resource
atomicity, and ammo staying unpooled. Two of its own setup steps were being
silently clamped by the fleet hold's capacity, which is what made an
affordable price look unaffordable; capacity is not what those checks are
about, so it is taken out of the way explicitly.

Full suite 106/106.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 12:15:00 +02:00

278 lines
13 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_payments_use_fleet_hold.gd
# Every payment draws on the bank AND on what the ships are carrying. The
# player can already shuttle resources between the two by hand, so refusing a
# purchase that a couple of taps would have made affordable was ceremony.
#
# It was also a deadlock. A new game starts with an empty bank, ore is mined
# into the fleet hold, and the only way to bank it is to deliver it to a
# mothership - so charging construction to the bank alone made the first
# mothership cost ore that could not yet exist.
#
# Covers:
# A. the deadlock premise - a bank-only check rejects what the fleet can
# plainly pay for, so this is guarding something real
# B. paying takes from the bank first and the hold only for the shortfall
# C. an unaffordable purchase takes nothing at all
# D. EVERY payment route is pooled, not just building: the skill tree, ship
# lab upgrades, and multi-resource vessel research
# E. ammo is deliberately NOT pooled - a shot comes out of what the ships
# are physically carrying
# F. end to end: an empty bank and ore in the hold actually gets a
# mothership built through BuildController
const HOLD_ORE: int = 40
var game_state: Node
var scene: Node
var build_controller: Node
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.reset_progression()
game_state.buildings.clear()
game_state.extractors.clear()
var cost: int = GameState.MOTHERSHIP_COST
# --- A. the deadlock, exactly as a fresh game presents it ---------------
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
# Deliberately more than one starting interceptor can carry (its hold is
# 20, which is exactly MOTHERSHIP_COST), so "the hold paid" shows up as a
# remainder rather than as the hold happening to empty to zero.
game_state.fleet_inventory.total_capacity = HOLD_ORE
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, HOLD_ORE)
if game_state.bank_inventory.amount(GameState.RESOURCE_ORE) >= cost:
_fail("the bank was not actually empty, so nothing below tests the deadlock")
return
if not game_state.can_afford(cost):
_fail("a fleet holding %d ore could not afford a %d purchase" % [HOLD_ORE, cost])
return
print("bank 0 + hold %d can afford a %d purchase" % [HOLD_ORE, cost])
# --- B. bank first, hold for the shortfall -------------------------------
if not game_state.spend(cost):
_fail("spend refused a purchase it had just called affordable")
return
if game_state.bank_inventory.amount(GameState.RESOURCE_ORE) != 0 \
or game_state.fleet_inventory.amount(GameState.RESOURCE_ORE) != HOLD_ORE - cost:
_fail("paying from an empty bank should have taken the whole %d from the hold: bank %d, hold %d" \
% [cost, game_state.bank_inventory.amount(GameState.RESOURCE_ORE),
game_state.fleet_inventory.amount(GameState.RESOURCE_ORE)])
return
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 8)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, 30)
if not game_state.spend(20):
_fail("a 20 purchase was refused with 8 banked and 30 held")
return
if game_state.bank_inventory.amount(GameState.RESOURCE_ORE) != 0 \
or game_state.fleet_inventory.amount(GameState.RESOURCE_ORE) != 18:
_fail("a split payment should empty the bank first: bank %d, hold %d (expected 0 and 18)" \
% [game_state.bank_inventory.amount(GameState.RESOURCE_ORE),
game_state.fleet_inventory.amount(GameState.RESOURCE_ORE)])
return
print("split payment drained the bank first: bank 8 -> 0, hold 30 -> 18")
# --- C. no partial charge -----------------------------------------------
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 5)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, 5)
if game_state.spend(50):
_fail("a purchase costing more than everything owned was allowed")
return
if game_state.bank_inventory.amount(GameState.RESOURCE_ORE) != 5 \
or game_state.fleet_inventory.amount(GameState.RESOURCE_ORE) != 5:
_fail("a rejected purchase still took resources: bank %d, hold %d (expected 5 and 5)" \
% [game_state.bank_inventory.amount(GameState.RESOURCE_ORE),
game_state.fleet_inventory.amount(GameState.RESOURCE_ORE)])
return
print("a purchase nobody can afford takes nothing")
# The hold has a real capacity (one starting interceptor carries 20), and
# set_amount() is clamped by it - which silently gave the checks below
# less than they asked for and made an affordable price look unaffordable.
# Capacity is not what any of them are about, so take it out of the way;
# the end-to-end stage sets a concrete one again.
game_state.fleet_inventory.total_capacity = -1
if not _check_multi_resource_atomicity():
return
if not _check_skill_tree():
return
if not _check_ship_lab():
return
if not _check_vessel_research():
return
if not _check_ammo_is_not_pooled():
return
# --- F. end to end, through the real build path --------------------------
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, HOLD_ORE)
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
current_scene = scene
# A price in two resources where only one is coverable must take NEITHER.
func _check_multi_resource_atomicity() -> bool:
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 10)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, 10)
game_state.bank_inventory.set_amount(GameState.RESOURCE_GAS, 1)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_GAS, 1)
if game_state.spend_resources({GameState.RESOURCE_ORE: 15, GameState.RESOURCE_GAS: 40}):
return _fail("a two-resource price was charged with only one of them affordable")
if game_state.available_ore() != 20 or game_state.available_resource(GameState.RESOURCE_GAS) != 2:
return _fail("a refused two-resource purchase still took some ore or gas (ore %d, gas %d)" \
% [game_state.available_ore(), game_state.available_resource(GameState.RESOURCE_GAS)])
if not game_state.spend_resources({GameState.RESOURCE_ORE: 15, GameState.RESOURCE_GAS: 2}):
return _fail("an affordable two-resource price was refused")
if game_state.available_ore() != 5 or game_state.available_resource(GameState.RESOURCE_GAS) != 0:
return _fail("a two-resource purchase charged wrongly (ore %d left, gas %d left)" \
% [game_state.available_ore(), game_state.available_resource(GameState.RESOURCE_GAS)])
print("multi-resource prices are all-or-nothing, and pooled per resource")
return true
func _check_skill_tree() -> bool:
var id: String = "shipyards"
var node: Dictionary = game_state.skill_node(id)
var cost: int = int(node.cost)
game_state.unlocked.clear()
game_state.research_points = 999
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, cost)
if not game_state.can_unlock(id):
return _fail("the skill tree refused '%s' (cost %d) with the whole price in the fleet hold" % [id, cost])
if not game_state.unlock(id):
return _fail("unlocking '%s' failed despite can_unlock saying yes" % id)
if game_state.fleet_inventory.amount(GameState.RESOURCE_ORE) != 0:
return _fail("the skill unlock did not charge the hold: %d left of %d" \
% [game_state.fleet_inventory.amount(GameState.RESOURCE_ORE), cost])
print("skill tree: unlocked '%s' for %d paid entirely from the hold" % [id, cost])
return true
func _check_ship_lab() -> bool:
# Ship-lab upgrades need a lab standing; the subject is where the money
# comes from, not the prerequisite.
game_state.buildings.clear()
game_state.buildings.append({"id": 1, "type": GameState.BUILDING_SHIP_LAB,
"position": Vector2.ZERO})
if not game_state.has_ship_lab():
return _fail("could not place a ship lab, so the upgrade path cannot be tested")
var id: String = ""
for upgrade in game_state.upgrades_for(GameState.VESSEL_INTERCEPTOR):
if not game_state.upgrade_maxed(String(upgrade.id)):
id = String(upgrade.id)
break
if id == "":
return _fail("no ship-lab upgrade was available to buy")
var cost: int = game_state.upgrade_cost(id)
game_state.research_points = 999
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, cost)
if not game_state.can_buy_upgrade(id):
return _fail("the ship lab refused upgrade '%s' (cost %d) with the whole price in the hold" % [id, cost])
if not game_state.buy_upgrade(id):
return _fail("buying '%s' failed despite can_buy_upgrade saying yes" % id)
if game_state.fleet_inventory.amount(GameState.RESOURCE_ORE) != 0:
return _fail("the upgrade did not charge the hold: %d left of %d" \
% [game_state.fleet_inventory.amount(GameState.RESOURCE_ORE), cost])
print("ship lab: bought '%s' for %d paid entirely from the hold" % [id, cost])
return true
func _check_vessel_research() -> bool:
# Vessel unlocks are the multi-resource payment route.
var vessel: String = ""
var costs: Dictionary = {}
for definition in game_state.VESSEL_DEFINITIONS.all():
if String(definition.unlock_id) == "" or game_state.vessel_is_unlocked(String(definition.definition_id)):
continue
vessel = String(definition.definition_id)
costs = game_state.research_costs(String(definition.unlock_id))
if not costs.is_empty():
break
if vessel == "" or costs.is_empty():
return _fail("no locked vessel with a resource cost was available to research")
game_state.research_points = 999
for resource_type in costs:
game_state.bank_inventory.set_amount(String(resource_type), 0)
game_state.fleet_inventory.set_amount(String(resource_type), int(costs[resource_type]))
if not game_state.unlock_vessel(vessel):
return _fail("researching '%s' was refused with its whole price (%s) in the fleet hold" % [vessel, str(costs)])
for resource_type in costs:
if game_state.available_resource(String(resource_type)) != 0:
return _fail("researching '%s' left %d %s unspent" \
% [vessel, game_state.available_resource(String(resource_type)), resource_type])
print("vessel research: unlocked '%s' for %s paid entirely from the hold" % [vessel, str(costs)])
return true
func _check_ammo_is_not_pooled() -> bool:
# Firing is about where the matter physically IS, so it reads the hold
# directly rather than going through the pooled payment path.
game_state.bank_inventory.set_amount(GameState.RESOURCE_GAS, 500)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_GAS, 0)
if game_state.fleet_resource(GameState.RESOURCE_GAS) != 0:
return _fail("banked gas leaked into the fleet hold reading that ammo checks use")
print("ammo still reads the fleet hold alone, ignoring 500 banked gas")
return true
func _process(delta: float) -> bool:
# quit() takes effect on the NEXT frame, so a failure raised during
# _initialize still gets one _process call with nothing set up. Without
# this the test spent five minutes reporting a null scene instead of the
# reason it actually stopped.
if scene == null:
return true
elapsed += delta
match stage:
0:
if elapsed < 0.3:
return false
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
build_controller = scene.get_node("BuildController")
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
game_state.fleet_inventory.total_capacity = HOLD_ORE
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, HOLD_ORE)
var before: int = game_state.buildings.size()
build_controller.pending_build_type = GameState.BUILDING_MOTHERSHIP
build_controller._confirm_build()
if game_state.buildings.size() != before + 1:
return _fail("building a mothership from the fleet's own hold did not place one (%d -> %d): %s" \
% [before, game_state.buildings.size(), build_controller.build_status.text])
# Checked as a TOTAL, not as the hold alone: a mothership standing
# where the fleet is starts taking delivery of the hold on the
# very next tick, so ore legitimately moves from hold to bank
# straight after the build. What must be true is that exactly the
# cost left the pool - and that it left, since the bank was empty
# and could not have paid.
var total: int = game_state.available_ore()
if total != HOLD_ORE - GameState.MOTHERSHIP_COST:
return _fail("the mothership was placed but %d ore remains, expected %d" \
% [total, HOLD_ORE - GameState.MOTHERSHIP_COST])
print("built a mothership with an empty bank, paid out of the fleet hold")
print("TEST_PAYMENTS_USE_FLEET_HOLD: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_PAYMENTS_USE_FLEET_HOLD: FAIL (%s)" % message)
quit(1)
return false